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Brain candy for Happy MutantsFri, 09 Dec 2016 17:32:50 +0000en-UShourly1https://wordpress.org/?v=4.6.187954168Peer rewards for good behavior take a bite out of trolling and griefing in MMOhttp://boingboing.net/2012/11/02/peer-rewards-for-good-behavior.html
http://boingboing.net/2012/11/02/peer-rewards-for-good-behavior.html#commentsFri, 02 Nov 2012 22:48:16 +0000http://boingboing.net/?p=191750
The Mary Sue's Becky Chambers rounds up the coverage and analysis of an anti-trolling/griefing experiment in League of Legends, a massively multiplayer online RPGbattle arena. League's management hired a team of social scientists who designed a system of peer-rewards that allowed users to hand each other publicly visible points for positive, friendly interactions (there was already a system of reporting bad behavior and meting out punishments, but it wasn't working very well). Unlike previous attempts to use public reward to improve behavior, this one was not yet turned into a back-scratching system where friends just vote one another up, and has reportedly resulted in massive improvements in the quality of group interactions.

Ten days after Honor went live, an update from Dr. Lyte appeared on the official LoL blog, detailing the global changes they’d noticed in reported bad behavior:

Check that out. Ten days of a voluntary system that grants nothing more than a tiny perk for being amiable, and folks were already cleaning up their acts. Of course, these stats only show a decline of reported incidents, which, while encouraging, is could be different than how things look down in the trenches. As LoL is not part of my repertoire, I took to Twitter earlier this week to get the word on the street. Lo and behold, players are indeed noticing a difference.

I first got some feedback from a player named Paige, who cites LoL as her favorite game despite the “negativity and hostility” within the community. In her opinion, Honor is a welcome addition. “Players seem to be making more of an effort to be just generally friendly,” she wrote in an email, noting that she’s seen a slight improvement in cross-team chat. She also pointed out that this hasn’t prevented insults from flying when a match goes badly, but nonetheless, she’s glad for a way to give props for good behavior.

The Mary Sue's Becky Chambers rounds up the coverage and analysis of an anti-trolling/griefing experiment in League of Legends, a massively multiplayer online RPGbattle arena. League's management hired a team of social scientists who designed a system of peer-rewards that allowed users to hand each other publicly visible points for positive, friendly interactions (there was already a system of reporting bad behavior and meting out punishments, but it wasn't working very well). Unlike previous attempts to use public reward to improve behavior, this one was not yet turned into a back-scratching system where friends just vote one another up, and has reportedly resulted in massive improvements in the quality of group interactions.

Ten days after Honor went live, an update from Dr. Lyte appeared on the official LoL blog, detailing the global changes they’d noticed in reported bad behavior:

Check that out. Ten days of a voluntary system that grants nothing more than a tiny perk for being amiable, and folks were already cleaning up their acts. Of course, these stats only show a decline of reported incidents, which, while encouraging, is could be different than how things look down in the trenches. As LoL is not part of my repertoire, I took to Twitter earlier this week to get the word on the street. Lo and behold, players are indeed noticing a difference.

I first got some feedback from a player named Paige, who cites LoL as her favorite game despite the “negativity and hostility” within the community. In her opinion, Honor is a welcome addition. “Players seem to be making more of an effort to be just generally friendly,” she wrote in an email, noting that she’s seen a slight improvement in cross-team chat. She also pointed out that this hasn’t prevented insults from flying when a match goes badly, but nonetheless, she’s glad for a way to give props for good behavior.